Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

143 lines
3.7 KiB
GLSL

#include "macros.vsh"
;------------------------------------------------------------------------------
; $SHADER_SPECIFIC_CONST_0-$SHADER_SPECIFIC_CONST_1 = Base texture transform
; $SHADER_SPECIFIC_CONST_2-$SHADER_SPECIFIC_CONST_3 = Mask texture transform
; $SHADER_SPECIFIC_CONST_4-$SHADER_SPECIFIC_CONST_5 = Detail texture transform
;------------------------------------------------------------------------------
sub UnlitGeneric
{
local( $detail ) = shift;
local( $envmap ) = shift;
local( $envmapcameraspace ) = shift;
local( $envmapsphere ) = shift;
local( $vertexcolor ) = shift;
local( $separatedetailuvs ) = shift;
local( $worldPos, $worldNormal, $projPos, $reflectionVector );
;------------------------------------------------------------------------------
; Vertex blending
;------------------------------------------------------------------------------
&AllocateRegister( \$worldPos );
if( $envmap )
{
&AllocateRegister( \$worldNormal );
&SkinPositionAndNormal( $worldPos, $worldNormal );
}
else
{
&SkinPosition( $worldPos );
}
;------------------------------------------------------------------------------
; Transform the position from world to proj space
;------------------------------------------------------------------------------
&AllocateRegister( \$projPos );
dp4 $projPos.x, $worldPos, $cViewProj0
dp4 $projPos.y, $worldPos, $cViewProj1
dp4 $projPos.z, $worldPos, $cViewProj2
dp4 $projPos.w, $worldPos, $cViewProj3
mov oPos, $projPos
;------------------------------------------------------------------------------
; Fog
;------------------------------------------------------------------------------
&CalcFog( $worldPos, $projPos );
&FreeRegister( \$projPos );
if( !$envmap )
{
&FreeRegister( \$worldPos );
}
;------------------------------------------------------------------------------
; Texture coordinates (use world-space normal for envmap, tex transform for mask)
;------------------------------------------------------------------------------
dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0
dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1
if ( $g_x360 )
{
; must write xyzw to match read in pixelshader
mov oT0.zw, $cZero
}
if( $envmap )
{
if( $envmapcameraspace )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
; transform reflection vector into view space
dp3 oT1.x, $reflectionVector, $cViewModel0
dp3 oT1.y, $reflectionVector, $cViewModel1
dp3 oT1.z, $reflectionVector, $cViewModel2
if ( $g_x360 )
{
; must write xyzw to match read in pixelshader
mov oT1.w, $cZero
}
&FreeRegister( \$reflectionVector );
}
elsif( $envmapsphere )
{
&AllocateRegister( \$reflectionVector );
&ComputeReflectionVector( $worldPos, $worldNormal, $reflectionVector );
&ComputeSphereMapTexCoords( $reflectionVector, "oT1" );
&FreeRegister( \$reflectionVector );
}
else
{
&ComputeReflectionVector( $worldPos, $worldNormal, "oT1" );
}
; envmap mask
dp4 oT2.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2
dp4 oT2.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3
if ( $g_x360 )
{
; must write xyzw to match read in pixelshader
mov oT2.zw, $cZero
}
&FreeRegister( \$worldPos );
&FreeRegister( \$worldNormal );
}
if( $detail )
{
if ( $separatedetailuvs )
{
mov oT3, $vTexCoord1
}
else
{
dp4 oT3.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_4
dp4 oT3.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_5
}
if ( $g_x360 )
{
; must write xyzw to match read in pixelshader
mov oT3.zw, $cZero
}
}
if( $vertexcolor )
{
; Modulation color
mul oD0, $vColor, $cModulationColor
}
else
{
; Modulation color
mov oD0, $cModulationColor
}
}